/Engine/Source/Runtime/Renderer/Public/MeshPassProcessor.h
void SetDebugData ( const [FPrimitiveSceneProxy](API\Runtime\Engine\FPrimitiveSceneProxy) * PrimitiveSceneProxy, const [FMaterial](API\Runtime\Engine\FMaterial) * Material, const [FMaterialRenderProxy](API\Runtime\Engine\Materials\FMaterialRenderProxy) * MaterialRenderProxy, const [FMeshProcessorShaders](API\Runtime\Renderer\FMeshProcessorShaders) & UntypedShaders, const [FVertexFactory](API\Runtime\RenderCore\FVertexFactory) * VertexFactory, uint32 MeshPassType )